quad | Generative art project in Elm | Architecture library

 by   jxxcarlson Elm Version: Current License: No License

kandi X-RAY | quad Summary

kandi X-RAY | quad Summary

quad is a Elm library typically used in Architecture applications. quad has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Quad is a generative art experiment based on the idea of subdividing quadrilaterals. It is written in Elm.
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              quad has a low active ecosystem.
              It has 12 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              quad has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of quad is current.

            kandi-Quality Quality

              quad has 0 bugs and 0 code smells.

            kandi-Security Security

              quad has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              quad code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              quad does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              quad releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            quad Key Features

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            quad Examples and Code Snippets

            No Code Snippets are available at this moment for quad.

            Community Discussions

            QUESTION

            How do I convert this code from matlab to python?
            Asked 2022-Mar-08 at 02:03

            I am trying to convert a calculation in matlab to python. This is code in matlab:

            ...

            ANSWER

            Answered 2022-Mar-08 at 02:03

            Often when translating MATLAB it's important to get shapes/sizes correct. But when I run your code in Octave I see all variables are (1,1), "scalar". So dimensions shouldn't be an issue.

            Let's check function values:

            Source https://stackoverflow.com/questions/71388518

            QUESTION

            glEnable(GL_ALPHA_TEST) gives invalid enum (seems to be depreciated - code works though - but why?)
            Asked 2022-Feb-14 at 15:50

            Quick question - title says it all:

            In my OpenGL-code (3.3), I'm using the line

            ...

            ANSWER

            Answered 2022-Feb-14 at 15:34

            Alpha test is a (since ages deprecated) method to only draw fragments when they match some alpha function. Nowadays this can easily be done inside a shader by just discarding the fragments. Alpha testing in itself is also very limited, because it can only decide to draw a fragment or not.

            In general, enabling GL_ALPHA_TEST without setting a proper glAlphaFunc will do nothing since the default comparison function is GL_ALWAYS which means that all fragments will pass the test.

            Your code doesn't seem to rely on alpha testing, but on blending (I assume that since you are setting the glBlendFunc). Somewhere in your code there's probably also a glEnable(GL_BLEND).

            Source https://stackoverflow.com/questions/71114091

            QUESTION

            OpenGL depth testing and blending not working simultaniously
            Asked 2022-Jan-19 at 16:51

            I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.

            To get "round" particles, I create a small float-array like this:

            ...

            ANSWER

            Answered 2022-Jan-19 at 16:51

            You're in a special case where your fragments are either fully opaque or fully transparent, so it's possible to get depth-testing and blending to work at the same time. The actual problem is, that for depth testing even a fully transparent fragment will store it's depth value. You can prevent the writing by explicitly discarding the fragment in the shader. Something like:

            Source https://stackoverflow.com/questions/70774419

            QUESTION

            How do I numerically integrate a function thats a product of a lorentzian and a cosinus in Python?
            Asked 2022-Jan-10 at 23:10

            I am new to stackoverflow and also quite new to Python. So, I hope to ask my question in an appropriate manner. I am running a Python code similar to this minimal example with an example function that is a product of a lorentzian with a cosinus that I want to numerically integrate:

            ...

            ANSWER

            Answered 2022-Jan-10 at 23:10

            Observations

            1. Close to zero (1 - cos(w*t)) / w**2 tends to 0/0. We can take the taylor expansion t**2(1/2 - (w*t)**2/24).

            2. Going to the infinity the Lorentzian is a constant and the cosine term will cause the output to oscillate indefinitely, the integral can be approximated by multiplying that term by a slowly decreasing term.

            3. You are using a linearly spaced scale with many points. It is easier to visualize with w in log scale.

            The plot looks like this before damping the cosine term

            I introduced two parameters to tune the attenuation of the oscilations

            Source https://stackoverflow.com/questions/70656804

            QUESTION

            Updating one of several variables depending on user input in python
            Asked 2022-Jan-07 at 12:27

            I'm writing my first proper project in python outside of CodeWars katas and problem exercises in my book, and it is designed to calculate the total weekly volume per muscle group of an exercise program.

            What I have written is a large dictionary called bodypart where key = exercise name (i.e. bench press) and value = primary muscle group (i.e. chest).

            The program then asks users to enter an exercise and number of sets with the following code:

            ...

            ANSWER

            Answered 2022-Jan-07 at 12:27

            You can use a dictionary to achieve the behavior you want

            Here's a small code snippet -

            Source https://stackoverflow.com/questions/70620934

            QUESTION

            Fastest way to draw filled quad/triangle with the SDL2 renderer?
            Asked 2021-Dec-13 at 21:20

            I have a game written using SDL2, and the SDL2 renderer (hardware accelerated) for drawing. Is there a trick to draw filled quads or triangles?

            At the moment I'm filling them by just drawing lots of lines (SDL_Drawlines), but the performance stinks.

            I don't want to go into OpenGL.

            ...

            ANSWER

            Answered 2021-Oct-05 at 09:52

            Not possible. SDL2 does not include a full-fledged rendering engine.

            Some options:

            • You could adopt Skia (the graphics library used in Chrome, among ohters) and then either stick with a software renderer, or instantiate an OpenGL context and use the hardware backend.

            • You could use another 2D drawing library such as Raylib

            • Or just bite the bullet and draw your triangles using OpenGL.

            Source https://stackoverflow.com/questions/69447778

            QUESTION

            GL_TEXTUREn+1 activated and bound instead of GL_TEXTUREn on Apple Silicon M1 (possible bug)
            Asked 2021-Dec-13 at 19:23

            Let's first acknowledge that OpenGL is deprecated by Apple, that the last supported version is 4.1 and that that's a shame but hey, we've got to move forward somehow and Vulkan is the way :trollface: Now that that's out of our systems, let's have a look at this weird bug I found. And let me be clear that I am running this on an Apple Silicon M1, late 2020 MacBook Pro with macOS 11.6. Let's proceed.

            I've been following LearnOpenGL and I have published my WiP right here to track my progress. All good until I got to textures. Using one texture was easy enough so I went straight into using more than one, and that's when I got into trouble. As I understand it, the workflow is more or less

            • load pixel data in a byte array called textureData, plus extra info
            • glGenTextures(1, &textureID)
            • glBindTexture(GL_TEXTURE_2D, textureID)
            • set parameters at will
            • glTexImage2D(GL_TEXTURE_2D, ... , textureData)
            • glGenerateMipmap(GL_TEXTURE_2D) (although this may be optional)

            which is what I do around here, and then

            • glUniform1i(glGetUniformLocation(ID, "textureSampler"), textureID)
            • rinse and repeat for the other texture

            and then, in the drawing loop, I should have the following:

            • glUseProgram(shaderID)
            • glActiveTexture(GL_TEXTURE0)
            • glBindTexture(GL_TEXTURE_2D, textureID)
            • glActiveTexture(GL_TEXTURE1)
            • glBindTexture(GL_TEXTURE_2D, otherTextureID)

            I then prepare my fancy fragment shader as follows:

            ...

            ANSWER

            Answered 2021-Dec-13 at 19:23

            Instead of passing a texture handle to glUniform1i(glGetUniformLocation(ID, "textureSampler"), ...), you need to pass a texture slot index.

            E.g. if you did glActiveTexture(GL_TEXTUREn) before binding the texture, pass n.

            Source https://stackoverflow.com/questions/70338946

            QUESTION

            Why is gcc emitting worse code with __builtin_unreachable?
            Asked 2021-Dec-09 at 22:06

            With f0 and f1 as below,

            ...

            ANSWER

            Answered 2021-Dec-09 at 22:06

            Here's the best explanation I can come up with.

            The compiler can evidently do (at least somewhat) an optimization where code that is common to all branches of the if/else tree can be factored out (hoisted or sunk as appropriate). But in the f0 version, this optimization can't be applied because the "default" case has no code at all, and in particular does not either load or store b. So the compiler just optimizes the cases individually as best it can, leaving each one as a single RMW add-memory instruction.

            In the f1 version, your __builtin_unreachable has removed the default branch. So now every branch consists, conceptually, of a load of b, an add of some constant, and a store back to b. The compiler seems to notice that they all have the store in common, and thus sinks it out - the store instruction appears just once, and every case jumps to it. Unfortunately, this actually results in worse code overall, because now the individual cases can't use the RMW add; they have to do the load and add as separate instructions. Moreover, the cases can no longer just ret by themselves; they all have to jump to the factored-out store. And the compiler has somehow not realized that the load could be hoisted out, so it is needlessly duplicated across all the cases.

            I would guess part of the issue is that the hoisting/sinking is done in a target-independent pass that treats load, add, and store as independent operations. If they remain together, then some later target-specific peephole pass may combine them into the single add-memory instruction; but the earlier pass doesn't seem to consider that leaving them together might be advantageous, and thinks that any hoisting must be good. On a RISC-type load/store machine, where RMW always has to be three instructions, sinking just the store would still be somewhat helpful, maybe, but for x86 it definitely isn't.

            So it's maybe two separate missed-optimization problems. The first is not noticing that the load can be hoisted (or maybe noticing but deciding not to do it), and that one seems like a clear bug. The second is not properly evaluating whether sinking the store is worth the cost of the extra jump, and that may be more a matter of applying heuristics that happen to be wrong in this case.

            Source https://stackoverflow.com/questions/70288058

            QUESTION

            apply pixel shader with WinRT's Windows.Graphics.Capture
            Asked 2021-Nov-16 at 16:56

            The continuation of my previous question, I am able to find a way to capture a live screen without own window with help of WinRT's Windows.Graphics.Capture. I can concentrate directly on a particular window handle to get live capture. now, the problem with this approach is I am not able to apply pixel shader. The question Applying HLSL Pixel Shaders to Win32 Screen Capture having the same requirement but the answer to that question is not solving my problem.

            Code with more information:

            ...

            ANSWER

            Answered 2021-Sep-22 at 13:38

            everything was correct except the copy resource call was missing once the new frame arrives.

            Source https://stackoverflow.com/questions/69158110

            QUESTION

            How do I get this array of circles to appear within the boundary of a parallelogram?
            Asked 2021-Nov-15 at 09:34

            I understand how to get an array of circles to appear within a given square space, but how do I get them to appear within irregular shaped spaces. I have a parallelogram outlined that defines the boundaries of where I am trying to get the circles to appear, but no idea how to achieve this. Thanks!

            Code from p5.js:

            ...

            ANSWER

            Answered 2021-Nov-15 at 09:34

            Seems you want to generate small circles in random positions inside parallelogram.

            Take two vectors of parallelogram sides, and generate random points using linear combination of these vectors:

            Source https://stackoverflow.com/questions/69924031

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install quad

            You can download it from GitHub.
            Elm packages are available at elm-lang.org. If you are going to make HTTP requests, you may need elm/http and elm/json. You can get them set up in your project with the following commands: elm install elm/http and elm install elm/json. It adds these dependencies into your elm.json file, making these packages available in your project. Please refer guide.elm-lang.org for more information.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/jxxcarlson/quad.git

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            gh repo clone jxxcarlson/quad

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